• 제목/요약/키워드: Computer Use Instruction

검색결과 124건 처리시간 0.026초

A Design of a 8-Thread Graphics Processor Unit with Variable-Length Instructions

  • Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Journal of information and communication convergence engineering
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    • 제6권3호
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    • pp.285-288
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    • 2008
  • Most of multimedia processors for 2D/3D graphics acceleration use a lot of integer/floating point arithmetic units. We present a new architecture with an efficient ALU, built in a smaller chip size. It reduces instruction cycles significantly based on a foundation of multi-thread operation, variable length instruction words, dual phase operation, and phase instruction's coordination. We can decrease the number of instruction cycles up to 50%, and can achieve twice better performance.

문제중심학습 기반 컴퓨터활용 수업 모형 개발 (Development of PBL-Based Computer Application Instruction Model)

  • 이경미
    • 컴퓨터교육학회논문지
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    • 제16권2호
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    • pp.29-37
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    • 2013
  • 창의성이 강조되는 교육환경에서 사고의 범위를 넓힐 수 있는 그룹별 토론이나 창의성을 개발하기 위한 컴퓨터활용 수업 모형이 요구되고 있다. 따라서 본 논문에서는 그룹별 컴퓨터활용 교육에서 발생하는 문제점들을 사전 조사한 후 창의성을 고려한 웹 기반 수업 모형을 제안하였다. 수업 모형의 이론적 배경으로는 PBL을 기반으로 하였으며 웹 마인드 맵을 토론과 자료공유를 위한 도구로 활용하여 수업의 효율성과 함께 집단의 창의성도 함께 고려하였다. 제안한 수업 모형을 프레젠테이션 제작 과목을 신청한 학생들에게 적용한 결과 의사소통이나 자료공유, 역할분담, 기여도의 차이, 과다 시간 소요 등에 대한 불만이 줄어드는 확률적으로 유의미한 결과가 나타났다.

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고등학교 수학과 교육을 위한 CAI 프로그램 개발연구 -도형의 이동을 중심으로- (A Study on the Development of Computer Assisted Instruction for the High School Mathematics Education - Focused on the movement of figure -)

  • 허종호
    • 한국학교수학회논문집
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    • 제2권1호
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    • pp.219-229
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    • 1999
  • Nowadays the use of computer has a tendency to be being increased in classroom. Also, Many mathematics teachers are attempting to use computer efficiently in classroom. Computer has unique functions such as graphic, animation, and error correction. As graphic and animation can make the content of mathematics visible and make it easy for learners to study mathematics, it is desirable to develop the computer educational program and use it in teaching and learning mathematics. Especially, before concepts study on the unit of Figure or Function, the use of graphic or animation is efficient by being able to understand easily the content. The purpose of this thesis is to produce the computer program on the Movement of Figure in the unit of Equation of Figure which is in mathematics curriculum for the first grade of high school. In teaching and learning mathematics by use of this program, the educational effects are expected as follows: 1. It is expected that this program will stimulate the interest of learners by using animation and acoustic (sound) effect and so learners' voluntary and active thinking activity will be shown. 2. It will be helpful to form exact concept because it is possible to understand intuitively the basic concepts on the Movement of Figure by using graphic and animation. 3. It is expected that the repeated study of this program already designed will remove the fear of incomplete parts and help review them. 4. It is possible to change from teacher-centered instruction, which is the blind point of recent mathematics education, to the learner-centered instruction. However, it is necessary to realize that using the educational engineering (computer) in mathematics education cannot always cause learners to study mathematics very well and that computer cannot take the place of mathematics teacher. Accordingly, computer will be treated as aids which help learners study difficult part.

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Microprocessor에 의한 NOVA의 Emulator 설계 (Design of NOVA Emulator by Microprocessor)

  • 송영재
    • 대한전자공학회논문지
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    • 제13권2호
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    • pp.28-33
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    • 1976
  • 최근, Microprocessor가 염가로 입수가능함에 따라 광범위한 분야에 걸쳐서 사용되고 있다. microprocessor를 유효하게 사용하면 컴퓨터 시스템의 설계가 용이해진다. 이 논문에서는 MMI-6701을 사용하여 NOVA의 Emulator를 설계 하였으며 연구의 성과로서는 NOVA를 Microprocessor로 대치하므로서 IC의 수가 약 3분의 1로 대치할 수 있었고, 또 Emulator의 효율화를 위하여 PROM의 Micro명령은 32bit로서 구성하여 4종류의 명령형식으로 설계 되였다. In recent years, Microprocessor have the use of extended wide fiexd because of obtainable to low price. Design of computer system be easy to do by this microprocessor apply validly. This Papers: NOVA Emulator designed by use of MMI-6701. As a result of this studies, quantity of IC changed with about a third part by NOVA exchanged with Microprocessor. Micro Instruction of PROM consist of 32bit that designed Instruction Format of four kinds.

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플립드 러닝 기반 컴퓨터 활용 수업의 학습 효과 분석 (Learning Effect Analysis for Flipped Learning based Computer Use Instruction)

  • 허서정;손동철;김창석
    • 한국융합학회논문지
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    • 제8권1호
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    • pp.155-162
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    • 2017
  • 본 논문은 플립드 러닝을 기반으로 한 컴퓨터 활용 수업의 효율적인 학습 방안을 제안한다. 기존 전통적 컴퓨터 활용 수업은 강의와 실습을 병행하여 충분한 실습 및 협력적 수업이 어려웠다. 그러나 플립드 러닝 방식의 수업 방식을 적용한 수업에서는 KOCW(Korea Open Courseware)을 디딤 영상으로 활용하여 강의실에 들어오기전에 미리 학습하고, 강의실에서는 상호 토론을 기반으로 협력적 실습수업을 수행하였다. 수업을 진행 한 후 학습동기 검사 도구를 이용하여 성별, 학년별, 전공별로 학습동기와 학습만족도를 측정하였다. 실험 결과 학습자의 학습동기에서 주의 집중 인식 정도, 수업 관련성에 대한 인식 정도, 학습만족도에 대한 인식 정도가 '매우 만족'과 '만족'이 90% 이상으로 분석되었다.

Direct Instruction and Use of Online English Writing Software on EMI Class-Takers' Self-Efficacy

  • Murdoch, Yvette Denise;Kang, Alin
    • International Journal of Contents
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    • 제15권4호
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    • pp.97-106
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    • 2019
  • EMI (English as a Medium of Instruction) classes are now accepted policy at Korean universities, yet students often struggle with required academic English writings. The present study examined an EMI class that used direct instruction and access to online assistive English writing software. From preliminary analysis, 26 students expressed interest in how an EMI academic writing class could facilitate improved English writing skills. Study participants completed a survey on self-efficacy and learning needs and assignments for an EMI academic writing class. To establish inter-rater reliability, three trained raters assessed the written essays of students prior to and after instructional intervention. Fleiss' Kappas statistics showed moderate reliability. Students' opinions on the use of online software were also analysed. Paired t-test was run on the quality of students' pre- and post-instruction assignments, and there was significant difference in the rated scores. Self-efficacy was found to have moderate positive association with improved post-essay writing scores.

Design and Implementation of Procedural Self-Instructional Contents and Application on Smart Glasses

  • Yoon, Hyoseok;Kim, Seong Beom;Kim, Nahyun
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.243-250
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    • 2021
  • Instructional contents are used to demonstrate a technical process to teach and walkthrough certain procedures to carry out a task. This type of informational content is widely used for teaching and lectures in form of tutorial videos and training videos. Since there are questions and uncertainties for what could be the killer application for the novel wearables, we propose a self-instruction training application on a smart glass to utilize already-available instruction videos as well as public open data in creative ways. We design and implement a prototype application to help users train by wearing smart glasses specifically designed for two concrete and hand-constrained use cases where the user's hands need to be free to operate. To increase the efficiency and feasibility of the self-instruction training, we contribute to the development of a wearable killer application by integrating a voice-based user interface using speech recognizer, public open data APIs, and timestamp-based procedural content navigation structure into our proof-of-concept application.

함수의 그래프에 대한 컴퓨터 보조수업 프로그램 개발 및 적용 연구 - 이차함수의 그래프를 중심으로 - (A Study on the Development and Application of a Computer Assisted Instruction Program for the Graphing of mathematical Functions - Focusing on the graphing of quadratic functions -)

  • 김승동;김현종
    • 한국학교수학회논문집
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    • 제2권1호
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    • pp.67-77
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    • 1999
  • The purpose of this study was to design models of CAI programs for the graphing of quadratic functions. In order to achieve this aim, I researched the relationship between mathematics educations computer programing, and theoretical approaches of CAI. The CAI program, which was developed based on my research was then positively applied to the mathematics education class in a middle school. First of all, I selected two classes -An experimental class and a comparative class. The experimental class was taught using the CAI program and the comparative class was taught by conventional methods of instruction. The results of this study are as follows: 1. The class taught by using the CAI program scored higher academic achievement than the class taught by conventional methods of instruction. 2. The analysis of the two classes' academic scores shows that the instruction using CAI program is more effective than that by conventional methods in improving students' academic achievement. The followings are suggestion for developing CAI programs and students' understanding through this study. 1. Non computer specialists will require a few months to develope an effect CAI program. Thus, development of easier, more clearly defined and flexible models must be constructed. 2. Teachers should be eager to use pre-existing models to motivate their students irregardless of their own development of programs. 3. School should provide computer rooms with a perfect net work in proportion to class size. 4. CAI programs can make students understand faster and more directly than blackboard examples. However, inconsideration of mathematical characteristics, arithmetic by hand is more effective for the students' memory retention. Computers is an effective tool of instruction. But it is most effective when used in conjunction with other methods that complement its use.

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개별화 수업을 위한 초등학교 LMS 활용 방안 (A Utilized Measure with Learning Management System for Differentiated Instruction on Elementary School)

  • 안오영;구덕회
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.227-232
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    • 2011
  • 다양한 수준과 성향을 가지고 있는 초등학생들을 위한 개별화 수업은 오프라인 교실상황만으로는 한계가 있다. 그래서 최근에는 온라인을 새로운 학습의 장으로 활용하려는 노력을 하고 있고 또 그 가치도 인정받고 있다. 하지만 현재의 온라인 학습관리시스템은 초등학교에서 제대로 활용하지 못하고 있다. 따라서 본 연구에서는 초등학교에서 개별화 수업을 위한 학습목표와 학습내용을 제시하고 수행하는 온라인 학습관리시스템 활용 방안을 Moodle 프로그램을 통해 제시해 보았다.

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OpenGL ES 2.0 API 기반 가변길이 명령어 설계 (Design of a Variable-Length Instruction based on a OpenGL ES 2.0 API)

  • 이광엽
    • 전기전자학회논문지
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    • 제12권2호
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    • pp.118-123
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    • 2008
  • 최근 Khronos에서 OpenGL ES 2.0 API 표준을 배포 하면서 임베디드 시스템의 그래픽 프로세서에서 능률적인 쉐이더 프로그램이 가능하게 되었다. 그 결과 모바일 기기에서도 OpenGL ES 2.0을 지원하는 그래픽 프로세서를 요구하게 되었다. OpenGL ES 2.0을 지원하기 위해서 명령어의 길이의 증가가 요구되고, 이는 메모리 용량의 증가를 초래한다. 본 논문에서는 효율적으로 명령어를 사용하는 새로운 명령어를 제안한다. 이 명령어는 가변 길이 방법과 유닛구조를 채택한 명령어 구조이다. 제안된 명령어 구조는 OpenGL ES 2.0 API를 지원하고 명령어 필드 낭비를 줄일 수 있도록 최대 4개의 32비트 유닛 명령어가 가변적으로 조합되어 수행된다.

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